ADOBE AFTER EFFECTS 7.0
User Guide
505
instead of cycling through different frames as the effect layer advances in time. For example, if you choose Absolute
and specify a Time Offset of 0, every particle shows the first frame of the source layer for its entire lifespan. If you
want to show a frame other than the first frame, move the layer earlier in time until the frame you want to show
corresponds to the In point of the Particle Playground layer. If you specify a Time Offset of 0.1, for example, each
new particle displays a frame that is 0.1 second after that of the previous particle (or every third frame of a 30-fps
animation).
• Relative Random Starts playing the layer from a frame chosen at random, within the range between the effect
layer’s current time and the Random Time Max you specify. For example, if you choose Relative Random and specify
a Random Time Max of 1, each particle starts playing from a layer frame chosen at random from between the current
time and 1 second after the current time. If, for another example, you specify a negative Random Time Max value of
- 1, the Random Time Max is before the current time, so that the range within which new particles start playing
advances as the current time advances. However, the range is always between the current time and one second earlier
than the current time.
• Absolute Random Takesaframeatrandomfromthelayer,byusingatimebetween0andtheRandomTimeMax
you specify. Choose Absolute Random when you want each particle to represent a different single frame of a multi-
frame layer. For example, if you choose Absolute Random and specify a Random Time Max of 1, each particle shows
a layer frame from a random time between 0 and 1 second into the layer’s duration.
Time Offset Specifies the frame from which to start playing sequential frames from the layer.
Affects Specifies which particles are affected by the Layer Map controls. (See “Affects controls for Particle
Playground (Pro only)” on page 508.)
To replace default Cannon particles with text (Pro only)
You can use text characters as particles. For example, you can type a message that the Cannon shoots across the
frame. You can also change the attributes of any three sets of characters. For example, you can make some of the
characters larger or brighter than others. (See “Affects controls for Particle Playground (Pro only)” on page 508.)
1 In the Effect Controls panel, click Options.
2 Click Edit Cannon Text.
3 Type text in the text box, and then set the following options:
• For Font/Style, choose the font and style for Cannon characters.
• For Order, click to specify the sequence in which characters exit the Cannon. The sequence is relative to the
character order typed in the text box. For example, if the Cannon Direction is set to 90 degrees (making it point
to the right), English text must exit the Cannon last letter first to be in readable order. Therefore, select Right to
Left.
• For Loop Text, select to continuously generate the characters you typed. Deselect to generate only one instance of
the characters.
4 Click OK to close the Edit Cannon Text dialog box, and then click OK to close the Particle Playground dialog box.
5 Click the right-facing triangle next to Cannon so that it points downward.
6 Click the Font Size value, type a value of 10 or greater, and press Enter (Windows) or Return (Mac OS).
If you want to stop replacing default particles with text, delete all text from the text box in the Edit Cannon Text
dialog box.
To replace default Grid particles with text (Pro only)
1
In the Effect Controls panel, click Options, and then click Edit Grid Text.